![]() V1.20a: Update of M6 and M7 inboard radars, Eclipse cockpit slightly moved to the left V1.21: new cockpits for Buster, Elite, Eurus and Solano and slight correction on TP and TS V1.22: various 3d adjusts (caution: maybe decrease FPS on low pc powered) V1.23a: white lines of interface_framework_XT_diff.dds removed, Harrier cockpit reviewed, M5_Pegasus position fixed, M5cw coms screen fixed V1.24: orange/yellow lights animations reactived, new screens for ships ID in M4-M5, displays reviewed, 3d files reviewed, reflections of light weapons on dashboard reduced to minimum(except for large ships and big weapons M6-M7-M1-M2-TL) V1.24a: textures for M4-M5, eclipse cp fixed V1.25: bumpmapping restored and 2 bump fixed V1.26b: 391 fixed, hud_text removed, spacesuit, terrans cp slighty reviewed V1.29: 5 cockpits added for Teladi fighters, Harrier fix V1.29a: cp_kea updated, TShips updated for missed cockpits scenes V1.29b: Teladi cp updated, Split Jaguar added V1.30a: Lounge restored, compatible X3TC 3.1 V1.32: Dashboards, 115,116,117, Pegasus, new Xenons M3, M4, M5, updated M3cw, M4 argon, M5cw, a lot of fixes V1.33: updated TS/TP, lot of fixes, Pericles, Perseus, ATF fighters, Tenjin, better huds on M1/M2/TL, khaak fighters, M6 Corvette Teladi: Harrier, Kestrel, Buzzard, Kite, Falcon, KeaĪrgon-Otas: "old"Eclipse, Buster, Elite/Solano, EurusĬommonwealth: M1/M2, M3, M4, M5, M6, M7, M8, TL, TP, TS ![]() Split: Jaguar, Scorpion, Asp, Mamba, Chimera Rename both cp_mod cat/dat as fake-patch to following cat/dat number order in X3TC folder If you play with others mods and you are sure that do not contains same files of the cp_mod: (use X3 ModManager to check) Select PSCO1cp_mod in "Select Mod Package" X3TC launch menu Unzip in the directory "mods" (if no "mods" folder already exist, create it) This mod includes all the cockpits X2TheThreat reappearing in the best possible lights and animations dashboard and the same time, the 3D is slightly modified or settled. Save and replace your merged Components.txt file, you are ready to play Check all those lines and Copy/paste offsets position if needed 136 is the number of offsets positions for each objects/ships, change this number if your mod add customs offsets Components.txt is used to set cp_positions of a lot of "old" ships (those ships don't use directly the ship_scene) ![]() If your other mod use "Components.txt", you also need to merge the "SCTYPE_COCKPIT" part Replace the new merged TShips on your merged mod ![]() Drag "dds", "objects", "tex", "types" folders on your other mod cat/dat Open your other mod cat/dat with X3ModManager Open you new folder containing all cp_mod files and delete: Open now PSCO1_cp_mod cat/dat with X3ModManager Once finished, save your new merged TShips and close X3Editor2 Copy/paste Cockpit scene path from PSCO1_cp's TShips on your other TShips (you need to check all cp_scene one by one) You have now 2 differents "TShips.txt" opened Keep X3Editor opened, extract now TShips of PSCO1 cp_mod (and rename it "TShips_CP.txt") open it with X3Editor2 Open TShips.txt with X3Editor2 ->"Tfile editor" Extract "types\TShips.pck" (drag and drop this file somewhere) Open cat/dat of the mod that need to be merged with X3ModManager (XRM need to be installed first, rename both cat/dat as fake-patch in your X3TC directory) v1.03: Armstrong's star replaced for the moment (XTented need to be installed first, rename both cat/dat as fake-patch in your X3TC directory) PSCO1 CockpitMod v1.33 for X3 Terran Conflict here :
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